SANTIAGO: A MYTH OF THE FAR FUTURE
WEB ENHANCEMENT
Bludgers (projectile weapons), burners (laser weapons), and screechers (sonic weapons) are all common on the Inner Frontier. However, they are by no means the only weapons available! This web enhancement adds to the weapons found in the SANTIAGO Adventure Path Player's Guide.
New Ranged Weapons Angel Mk II Carbine A favorite of military forces, especially in the Democracy, the Angel Mk II Carbine is a heavy duty bludger with an inbuilt grenade function. The weapon stores two grenades at any one time (these must be purchased separately) and functions as a grenade launcher when used in that mode. It is a full-round action to reload a grenade into the carbine. Cortex Radiation Emitter Extremely illegal, even in the most permissive of jurisdictions, this weapon causes continual poison damage to the target. Upon a successful hit, the target takes 1d8 poison damage. Each round thereafter, he may attempt a DC 15 Fortitude save. If the save is successful, the damage ends; if he fails the save, however, he takes another 1d8 poison damage and may attempt to save again next turn. Targets who have failed their Fortitide save are nauseated until they successfully make their save. Cryo Weapons Cryo weapons (or freezers as they are commonly called) draw power from a canister of compressed mutagen resulting in a ray of extremely cold energy. A target reduced to negative hit points by the weapon instantly stabilizes. The large power supply on a cryo weapon means that cryo pistols do not qualify for the sidearm descriptor. Dartgun A dartgun can be used to fire a small needle via compressed air. The needle does not inflict damage, but can be used to deliver chemicals including tranquilizers and poisons. These injections are expensive, but very effective. Each shot's cost is listed below. Tranquilizer Tranquilizer, Heavy Poison Paralysis Pain Hallucinogen
50 Cr 150 Cr 50 Cr 100 Cr 75 Cr 200 Cr
DC 15 Fort save or slowed for 2 rounds. As above, but target is unconscious for 5 minutes 2d8 poison damage (DC 15 Fort save for half) DC 18 Fortitude save or paralyzed for 2 rounds DC 20 Fort save or nauseated for 2 rounds DC 20 Will save or confused for 2 rounds
Electro-arc Often used by police to subdue targets, the electro-arc (or shocker) is a far future version of the tasers of the 20th and 21st centuries. The weapon emits an arc of blue electricity designed to incapacitate. A hit with an electo-arc deals the indicated damage, and the creature struck must make a DC 15 Fortitude save or be stunned for one round. Gatling Gun, Heavy Polaron Developed for when just plain brute force is required. The weapon is large and bulky and difficult to wield; however it makes up for this by sheer rate of fire and immense destructive power. There are various modes on the gun ranging from a single burst of 10 shots all the way up to 2000 rounds a minute. The ammunition/power is stored in a backpack worn by the person firing the weapon. Grenades Grenades come in a variety of forms, from old-style fragmentation grenades (the default grenade listed) through sonic, gas, and pulse grenades which cause sonic, poison, and force damage respectively. It is even possible to get cryo and electro grenades (cold and electricity damage respectively). Grenades deal damage to any creature within 5 ft. of the target (Reflex save for half). A target square is typically AC 5. The standard frag grenades costs 50 Cr as listed; other types cost as follows:
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SANTIAGO: A MYTH OF THE FAR FUTURE Frag Sonic Gas Pulse Cryo Electro Ion Smoke Gravitic
50 Cr 100 Cr 75 Cr 200 Cr 100 Cr 100 Cr 200 Cr 40 Cr 500 Cr
Dissolver
200 Cr
Stun
100 Cr
WEB ENHANCEMENT
1d10 Regular damage 1d10 Sonic damage 3d6 Poison damage 1d12 Force damage 1d12 Cold damage 1d10 Electricity damage 1d4 Force damage to living targets; 3d6 Force damage to cyborgs, robots, and machinery No damage; creates a 15' diameter area of full concealment for 2 rounds A gravitic grenade releases incredible gravitational forces. All creatures within a 10-foot-radius burst are crushed for 6d6 points of bludgeoning damage. This grenade releases a cloud of gas that dissolves organic matter, dealing 2d6 points of acid damage per round to all living creatures and organic materials in a 5-foot-radius burst. Suspended in an artificial gravity well, the cloud persists until the gravity well collapses after 1 minute. The gravity well prevents even strong winds from dispersing the acid cloud. A stun grenade deals no damage, but any creature within its 15-foot burst radius that fails a Reflex save (DC 18) must immediately make a Fortitude save (DC 15) or be stunned for 1d4 rounds. A creature that succeeds on the Reflex save is not required to make a Fortitude save and is unaffected by the grenade. A stun grenade has no effect on robots and other creatures immune to stunning effects.
Ion Pistol Ion weapons are unusual in that they do very little actual damage to living targets. However, against cyborgs, robots, and machinery they do 3d8 damage and have an increased critical range. Pulse Lasers These automatic laser weapons are the far future equivalent of a projectile-based machine gun, firing a series of rapid pulses which can easily lay down a wide field of suppressive fire. Tangler A unique nonlethal weapon eagerly adopted by law enforcement agencies around the world, the tangler gun fires condensed balls of an incredibly sticky compound that can render a target immobile in a few short moments. The tangler gun fires pellets of an inert compound that, when broken, expand into a gelatinous substance that covers large portions of a target. Unfortunately for the target, the disgusting mess soon becomes more problematic as the compound hardens. Within second, a single pellet no larger than a fingernail has expanded into a ball of goop and then hardened into an immobilizing layer of tough chitin. Any time a character is struck by a tangler gun, that character suffers a cumulative 2 penalty to Dexterity. This penalty remains in place until the compound is dissolved. If the character is struck with enough tangler pellets that the penalty is equal to or greater than his Dexterity, he is immobilized and may take no actions until the compound is dissolved. Dexterity penalties from tangler guns stack with those from tangler grenades. Hardened compound dissolves naturally after 8 hours or can be removed by using solvaway chemical or some other spray solvent.
New Ammunition Special ammunition can be obtained for projectile weapons in clips of 20 rounds at the indicated price. A weapon can only hold ammo of one type at a given time unles otherwise noted. Switching ammo counts as reloading. Only projectile weapons can use special ammunition. Reloading: It requires a move action to reload a pistol, a standard action to reload a rifle, or a full-round action to load a heavy firearm. The Rapid Reload feat reduces this to a free action for a pistol, a move action for a rifle, or a standard action for a heavy firearm. Armor-Piercing (10 Cr) Armor-piercing rounds ignore special damage reduction granted to some ships and to cyborgs. They do not actually ignore armor or enhanced qualities of armor worn by a creature. Hollow Point (15 Cr) Hollow point rounds increase the critical threat range of a projectile weapon by 1; the attacker takes a -1 penalty to his attack roll. Rubber Bullets (5 Cr) Rubber bullets can be used to cause non-lethal damage to the target. They are popular in the Democracy with bounty hunters seeking to take their prey alive, although the default on the frontiers tends to be “Dead or Alive”; and dead is easier. Rubber ammunition can be purchased for the same price as regular ammunition in any projectile non-automatic weapon. Tracer (15 Cr) Highly visible rounds which assist in aiming, directing fire, and marking targets at the expense of revealing the gunner's position. Using tracer rounds causes a -2 penalty to cover or concealment bonus enjoyed by the gunner, but grants a +1 circumstance bonus for one round to all ranged combatants firing on the same target (a successful hit is not required to grant this bonus).
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SANTIAGO: A MYTH OF THE FAR FUTURE
WEB ENHANCEMENT
RANGED WEAPONS SIMPLE WEAPONS Weapon
Cost
Damage (M) Critical
Range
Weight
Type
Special
Pistol
15 Cr
1d6
x3
100 ft.
1 lb.
Piercing
Sidearm**
Pistol, Laser
20 Cr
1d8
19-20/x2
120 ft.
½ lb.
Fire
Sidearm**
Rifle
20 Cr
1d10
x3
120 ft.
4 lb.
Piercing
Rifle, Laser
30 Cr
1d12
19-20/x2
150 ft.
3 lb.
Fire
MARTIAL WEAPONS Weapon
Cost
Damage (M) Critical
Range
Weight
Type
Special
Dartgun
75 Cr
Special
N/A
20 ft.
1 lb.
N/A
Pistol, Ion
250 Cr
1d4 (3d8)
x2 (19-20/x3)
40 ft.
1 lb.
Force
Sidearm**
Pistol, Sonic
100 Cr
1d6
x4/x2*
50 ft.
1 lb.
Sonic
Sidearm**
Pulse Laser
200 Cr
1d8
x2
50 ft.
4 lb.
Fire
Auto***
Rifle, Sonic
150 Cr
1d10
x4/x2*
75 ft.
4 lb.
Sonic
Bow, Energy
45 Cr
1d12
19-20/x2
200 ft.
2 lb.
Force
EXOTIC WEAPONS Weapon
Cost
Damage (M) Critical
Range
Weight
Type
Special
Pistol, Cryo
1,500 Cr
3d6
x2
30 ft.
4 lb.
Cold
Angel Mk II Carbine
1,000 Cr
1d10 or grenade
x2
40 ft.
2 lb.
Piercing
Electro-arc
1,000 Cr
1d10
x2
20 ft.
3 lb.
Electricity
Laser, Assault
2,300 Cr
1d12
19/20x2
150 ft.
5 lb.
Fire
Auto***
Grenade Launcher
600 Cr
1d10
x3
40 ft.
20 lb.
Varies
Heavy
Grenade
50 Cr
1d10
x3
25 ft.
2 lb.
Varies
Sniper Rifle, Laser
2,000 Cr
2d8
x3
250 ft.
5 lb.
Fire
Pulse Cannon, Portable
4,000 Cr
2d10
x2
200 ft.
15 lb.
Force
Heavy, Auto***
Cortex Radiation Emitter
1,500 Cr
1d8/rnd until save
N/A
15 ft.
3 lb.
Poison
Illegal in all juridictions
Heavy Polaron Gatling Gun
10,000 Cr. 3d6
x2
150 ft.
20 lb.
Fire
Heavy, Auto***
Railgun
1,400 Cr
2d8
x2
100 ft.
18 lb.
Piercing
Heavy, Auto***
Tangler
750 Cr
Special
N/A
20 ft.
5 lb.
N/A
Sidearm**
* Beyond one range increment, the critical damage bonus of this weapon becomes x2. * *Weapons designated as Sidearms do not provoke AoO from adjacent opponents. ***Weapons designated as Auto gain +2 to suppressive fire checks.
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SANTIAGO: A MYTH OF THE FAR FUTURE
WEB ENHANCEMENT
New & Modified Feats This list ss a simple reminder and summary of the new and modified feats from the SANTIAGO Player;s Guide. Combat Tech User Double-Tap Improved Disarm Improved Overwatch Greater Overwatch Improved Precise Shot Improved Suppressive Fire Greater Suppressive Fire Munitions Expert Pinpoint Targetting Ricochet Uncanny Ricochet Scattershot Sniper Targeted Overwatch
+4 concentration bonus to enact procedures when acting defensively Renamed Manyshot; fire two shots in rapid succession Allows ranged disarm attempts +2 bonus to overwatch checks Additional +2 bonus to overwatch checks (Modified Prequisites) Do not provoke AoO when using suppressive fire; +2 bonus to checks Additional +2 bonus to suppressive fire checks Increase ranged damage at the expense of accuracy; as Deadly Aim Bounce a successful attack on to a second target Continue to bounce ricohets as long as your attacks contionue to hit Make one ranged attack against every opponent in range Increase overwatch area by 1 range incremement and gain an action +4 overwatch bonus when directed against a single creature
Other feats particularly useful to ranged combatants include the following. See the Pathfinder core rules for details. Point Blank Shot Far Shot Precise Shot Improved Precise Shot Pinpoint Targeting Shot on the Run Rapid Shot Manyshot Quick Draw Rapid Reload
+1 attack and damage on targets within 30 feet Decrease ranged penalties by half No penalty for shooting into melee (Modified prerequisites) No armor or shield bonus on one ranged attack Make ranged attack at any point during movement Make one extra ranged attack (Renamed to Double-Tap; see above) Draw weapon as a free action Reload ranged weapon quickly
The following feats from the Advanced Player's Guide are also very useful to ranged combatants Crossbow Mastery Disrupting Shot Focused Shot Low Profile Parting Shot Point Blank Master
Rename this to Rifle Mastery Ranged attacks increase enemy's DC to use technology Add Int modifier on damage rolls with pistols and rifles +1 dodge bonus to AC against ranged attacks Make a ranged attack when withdrawing Do not provoke attacks of opportunity while firing one ranged [non-sidearm] weapon
And the following feats come from Ultimate Combat. Amateur Gunslinger Clustered Shots Gunsmithing Prone Shooter Rapid Reload Snap Shot Improved Snap Shot Greater Snap Shot
Gain limited amount of grit and access to gunslinger deeds Total damage from full-round ranged attacks before applying DR May create, repair, and restore firearms May ignore penalties for shooting while prone Reload your weapon quickly Threaten squares within 5 feet of you when wielding a ranged weapon You threaten an additional 10 feet with Snap Shot Gain bonus on damage and critical confirmation when using ranged weapons
Additionally, Gunslingers may benefit from a selection of Grit feats from Ultimate Combat.
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SANTIAGO: A MYTH OF THE FAR FUTURE
WEB ENHANCEMENT
Weapon Enhancements Weapon enhancements and special abilities work just like in the core Pathfinder rules. They can have technological enhancement bonuses from +1 to +5 which apply to both attack and damage rolls. See the Pathfinder core rules for more details on how enhancements and special abilities work. Appropriate enhancements and abilites are listed below.
WEAPON BONUS
BASE PRICE (Cr)*
+1
2,000
+2
8,000
+3
18,000
+4
32,000
+5
50,000
+6**
72,000
+7**
98,000
+8**
128,000
+9**
162,000
+10**
200,000
*For ammunition, this price is for 50 rounds or charges **A weapon can't have an enhancement bonus higher than +5. Use these lines to determine price when special abilities are added in. S-pecial Ability Coil Composite Masterwork Maser Semiautomatic Single-Shot Sound Suppressor
Type (Projectile) (Rifle/Bow) (Any) (Lasers) (Rifle) (Pistol) (Any)
Cost +1 +100 Cr +300 Cr +2 +300Cr x1/2 +300 Cr
The following special abilities from the Pathfinder core rules are appropriate to firearms in the SANTIAGO adventure path. Special abiities are achieved through the use of special ammunition, tech enhancements, and additions such as scopes, scanners, computers, AI modules, and so on. Special Ability Grouped Data Uplink Customized Alien Killer Sonic Burst* Teleportation Circuit Corrosive * Corrosive Burst* Anatomic Data Scanner Dry Load Distance Incendiary* High Explosive* Cryo Holographic Concealment Cryo-Explosive* Phosphorous *Projectile weapons only **Beam weapons only
Old Name Allying Bane Breaking Called Corrosive Corrosive Burst Cunning Dry Load Distance Flaming Flaming Burst Frost Glamered Icy Burst Igniting
Cost +1 +1 +1 +1 +1 +2 +1 +1,500 Cr +1 +1 +2 +1 +4,000 Cr +2 +2
Special Ability Chemically Treated Lucky Lucky, Greater Stun Setting** Nimble Shot Phase Locking Homing* Seeking* Sonic* Electrified Shocking Burst* Speed Scanner Sonic Rounds*
Old Name Impervious Lucky Lucky, Greater Merciful Nimble Shot Phase Locking Second Chance Seeking Shattering Shock Shocking Burst Speed Stalking Thundering
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Cost +3,000 Cr +1 +3 +1 +4 +2 +4 +1 +2 +1 +2 +3 +2 +1
SANTIAGO: A MYTH OF THE FAR FUTURE
WEB ENHANCEMENT
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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. SANTIAGO: A Myth of the Far Future Player’s Guide. Copyright 2013, EN Publishing; Author: Malcolm Northwinter. NeuroSpasta ©2012 Dias Ex Machina; Author: Chris Dias The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. SANTIAGO: A Myth of the Far Future New Ranged Weapons Web Enhancement Copyright 2013, EN Publishing; author Russ Morrissey.
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